A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
79 lines
1.6 KiB
C++
79 lines
1.6 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "gpu_context_private.hh"
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#include "vk_common.hh"
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namespace blender::gpu {
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class VKContext;
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/**
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* Class for handing vulkan buffers (allocation/updating/binding).
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*/
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class VKBuffer {
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int64_t size_in_bytes_;
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VkBuffer vk_buffer_ = VK_NULL_HANDLE;
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VmaAllocation allocation_ = VK_NULL_HANDLE;
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/* Pointer to the virtually mapped memory. */
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void *mapped_memory_ = nullptr;
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public:
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VKBuffer() = default;
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virtual ~VKBuffer();
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/** Has this buffer been allocated? */
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bool is_allocated() const;
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bool create(int64_t size, GPUUsageType usage, VkBufferUsageFlagBits buffer_usage);
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void clear(VKContext &context, uint32_t clear_value);
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void update(const void *data) const;
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void read(void *data) const;
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bool free();
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int64_t size_in_bytes() const
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{
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return size_in_bytes_;
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}
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VkBuffer vk_handle() const
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{
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return vk_buffer_;
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}
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/**
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* Get the reference to the mapped memory.
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*
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* Can only be called when the buffer is (still) mapped.
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*/
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void *mapped_memory_get() const;
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private:
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/** Check if this buffer is mapped. */
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bool is_mapped() const;
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bool map();
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void unmap();
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};
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/**
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* Helper struct to enable buffers to be bound with an offset.
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*
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* VKImmediate mode uses a single VKBuffer with multiple vertex layouts. Those layouts are send to
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* the command buffer containing an offset.
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*
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* VKIndexBuffer uses this when it is a subrange of another buffer.
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*/
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struct VKBufferWithOffset {
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VKBuffer &buffer;
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VkDeviceSize offset;
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};
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} // namespace blender::gpu
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